
Cross of the Dutchman
A scrappy three-hour brawler built around one of history's most obscure folk heroes - worth a look if the setting hooks you, but go in knowing the combat is the whole game.
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About Cross of the Dutchman
I'll be honest: I came to Cross of the Dutchman knowing almost nothing about Grutte Pier, the seven-foot Frisian giant who supposedly bent coins with his bare fingers and held off Saxon mercenaries with a sword most men couldn't lift with two hands. That source material is genuinely fascinating. A single-developer-scale studio adapting a hyper-regional folk legend from 16th-century Frisia, in the Netherlands, is exactly the kind of underdog project I want to champion. The trouble is that the game itself only partially delivers on the promise of that story. Mechanically, this is an isometric brawler, and a sparse one. For the first half of the campaign Pier uses his fists, which actually works tonally - the man is legendary for his size and raw strength, and watching him send armored Saxons flying with a charged area-of-effect uppercut has a low-key comic satisfaction. Later, a sword unlocks and shifts attacks from a punching arc to a sweeping line, though hit detection with the blade is notably unreliable. Progression runs through a small shop where gold collected from smashed barrels and fallen enemies buys three special attacks per weapon plus four physical upgrades. No gear, no inventory, no branching abilities. The loop is deliberate simplicity, and it holds for the two-to-four hours the campaign runs - barely. Stealth sections scattered across the campaign are the weakest link by a margin: lantern-bearing guards, instant-fail detection, and in one particularly punishing section a timed run spanning multiple regions where failure resets you far back. They feel grafted on from a different, less polished game. What Triangle Studios gets right is atmosphere and identity. The art direction leans into a vibrant, cartoonish palette that reads as genuinely hand-crafted rather than asset-store assembled. Character portrait art during cutscene slideshows is charming, and the medieval instrumental soundtrack does quiet, competent work setting the Frisian countryside's mood. The game also earns real affection for its light fourth-wall humor - NPCs explain Pier's Stamina bar to him directly, to his complete bewilderment - and for the small cultural specificity of including the Frisian language. These are the marks of a team that cared about the material, even when the budget ran out before the ambitions did. The genuine criticism that lingers is one of scope. The whole game functions as a prequel to Pier's most storied exploits - the piracy, the guerilla campaigns, the full arc of the rebellion. By the time the credits roll, the most interesting chapters of his life remain untold. Backtracking across a small number of locations wears thin in the mid-section, and secondary characters are largely indistinguishable. Players who come hoping for something in the vein of a light Torchlight or Diablo will find the RPG trappings too thin; players who want a brawler with real mechanical depth will find two buttons and a stamina bar. What remains is a cultural curiosity with genuine heart and a Metacritic score of 59 that feels about right. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows Vista
- Memory
- 2 GB RAM
- Storage
- 1 GB available space
- Graphics
- NVIDIA GeForce 8600 or better
- Processor
- Core 2 Duo
- Additional Notes
- You will be able to play the game at decent quality settings on most 3 - 4 year old systems with a decent GPU.
Recommended
- OS
- Windows 8.1
- Memory
- 4 GB RAM
- Storage
- 1 GB available space
- Graphics
- NVIDIA GeForce GTX 460
- Processor
- Core i5
- Additional Notes
- You will be able to play the game at decent quality settings on most 3 - 4 year old systems with a decent GPU.
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Reviews & Ratings
Game Info
- Developer
- Triangle Studios
- Publisher
- Triangle Studios
- Release Date
- Sep 10, 2015

